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		<title>Map making: Geometry</title>
		<link>https://metalmedved.com/en/sozdanie-karty-geometriya.html</link>
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		<pubDate>Sat, 26 Nov 2011 07:10:06 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
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		<category><![CDATA[map making]]></category>

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		<description><![CDATA[In this article: &#8211; BSP geometry basics &#8211; Making geometry &#8211; Overview of tools for working with geometry objects CSG and BSP There is the original geometry world making conception in Unreal engine. It&#8217;s Constructive Solid Geometry (CSG), that represent subtract and addict sequence of map geometry. All the black, a &#171;nothing&#187; that we may [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-karty-statik-meshi.html' rel='bookmark' title='Making map: Static Meshes'>Making map: Static Meshes</a></li>
<li><a href='https://metalmedved.com/en/sozdanie-karty-rabota-s-teksturami.html' rel='bookmark' title='Making map: Working with textures'>Making map: Working with textures</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img src="https://lh5.googleusercontent.com/-ntRFfTOvjtU/Ts-hT3ZKAVI/AAAAAAAAAxs/pAznCr2tqfc/s400/mgg00.jpg"  /></p>
<p>In this article:</p>
<ul>
 &#8211; BSP geometry basics<br />
 &#8211; Making geometry<br />
 &#8211; Overview of tools for working with geometry objects</ul>
<p><span id="more-1431"></span></p>
<h3>CSG and BSP</h3>
<p>There is the original geometry world making conception in Unreal engine. It&#8217;s Constructive Solid Geometry (<strong>CSG</strong>), that represent subtract and addict sequence of map geometry. All the black, a &laquo;nothing&raquo; that we may see during new map making is a solid space. So we should subtract world space and then fill it with stuff. This action is implemented by creating of subtractive brushes. You may add some decor stuff into subtract space. It&#8217;s implemented by another brush: the additive one.<br />
You may combine these actions (subtraction/addition) for creating complicated stuff. E.g. you may subtract room space then add wall dividing this to 2 separate parts and finally subtract a door between it.<br />
You should take care about geometry creation sequence during map making. If you&#8217;ll do it in wrong sequence you may get unexpected result. E. g. if you add divider firstly then door and finally room box you get only one room without divider however it&#8217;ll be looks same in editor. To change CSG action sequence use <em>Order >ToFirst</em> or <em>Order > ToLast</em> context menu items on needed brush(s).</p>
<p>Every room or passage is subtracted separately on closed space maps.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-9DhqdKxxuxM/Ts-beStwJdI/AAAAAAAAAu0/LqHbYYkCzmM/s912/mgg01.jpg" rel="lightbox[1431]"><img src="https://lh5.googleusercontent.com/-9DhqdKxxuxM/Ts-beStwJdI/AAAAAAAAAu0/LqHbYYkCzmM/s288/mgg01.jpg" height="191" width="288" /></a></p>
<p>Open world maps are made in huge subtracted box.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-v7W1Wkte-nI/Ts-bfDM-sXI/AAAAAAAAAu4/6UYtUqdww0A/s912/mgg02.jpg" rel="lightbox[1431]"><img src="https://lh6.googleusercontent.com/-v7W1Wkte-nI/Ts-bfDM-sXI/AAAAAAAAAu4/6UYtUqdww0A/s288/mgg02.jpg" height="191" width="288" /></a></p>
<p><strong>BSP</strong> (Binary Space Partitioning) is method of binary subdividing a space that is used during building virtual geometry. With BSP tree help it makes object classification depends of viewer distance. For more information about BSP look <a href="http://www.rsdn.ru/article/alg/bsptrees.xml">here</a> or <a href="http://u3d.agava.ru/doc/theory/bsp_base.shtml"> there </a>. Compiled map BSP cuts depend on its location, shape and brush type. In the complicated sequences it is possible to raise errors during cuts making, so called <a href="http://wiki.beyondunreal.com/Legacy:BSP_Hole">BSP Holes</a> in space.</p>
<h3>Brush copy and layout</h3>
<p>To move brush you should select it then move it holding Ctrl and left mouse button (LMB). You may select few brushes holding Ctrl as well and move it together. You may rotate them around the pivot (crosshair) holding Ctrl and right mouse button (RMB). Brushes are moved in editor grid. You may change grid siae in bottom toolbar. E.g. for tiny objects it should be used 1-8 grid size. There are 3 parameters of rotation: <em>Pitch, Roll</em> and <em>Yaw</em> and its own grid. One unit of this grid equals value 1024 on one of this parameters. You may chage grid size in editor options: <em>View > Advanced Options > Editor > RotationGridSize</em>.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-cn6wmrDRi2g/Ts-bfqHhfEI/AAAAAAAAAu8/BJrdO44X-y8/s512/mgg03.jpg" rel="lightbox[1431]"><img src="https://lh3.googleusercontent.com/-cn6wmrDRi2g/Ts-bfqHhfEI/AAAAAAAAAu8/BJrdO44X-y8/s288/mgg03.jpg" height="288" width="198" /></a></p>
<p>For rotation you may switch off moving or rotation ability by using <em>Toggle Drag Grid</em> or <em>Toggle Rotation Grid</em> buttons. If one or more brush points are placed on editor grid cross you may align brush relative to this point by selecting it and use RMB. Selected brush(es) will moved to distance from given point to crossing. Brush pivot will be set to point axis as well.<br />
All objects can be copied and duplicated (except builder). To duplicate brush you should click <em>RMB > Duplicate</em> or Ctrl+W on selected brush(es). Duplication uses for copying objects on single map. To copy objects between maps you should click <em>RMB > Edit > Copy</em> on one map object(s) then insert it by clicking <em>RMB > Edit > Paste</em> on other map. It works even between different game maps (e.g. from UT2004). Copied brushes will have same textures and stuff as well. After geometry changing it needs to compile by pressing <img src="https://lh5.googleusercontent.com/-W9zuE6Oc8oY/Ts-bgWz4hXI/AAAAAAAAAvA/G_tF3bgasvM/s24/mgg04.jpg" alt="" /> <em>Build Geometry</em> button. During map full compiling(<em>Build All</em> ) the geometry is handled first.</p>
<h3>Making geometry tools</h3>
<p>There are two general tools for geometry making: <span style="color: #00ff00;"><strong><em>Add</em></strong></span> <img src="https://lh3.googleusercontent.com/-n5ZG-NJ8A8g/Ts-bq0GA7lI/AAAAAAAAAwA/DqQBiZ4w-F4/s30/mgg05.jpg" alt="" /> and <span style="color: #00ff00;"><strong><em>Subtract</em></strong></span> <img src="https://lh6.googleusercontent.com/-badoui7llVY/Ts-bs91_leI/AAAAAAAAAwQ/GV08hRWscLE/s30/mgg06.jpg" alt="" />. You may add and subtract map space by brush builder outlines using this tools.</p>
<p><span style="color: #00ff00;"><strong><em>Intersect</em></strong></span> <img src="https://lh4.googleusercontent.com/-IY0PaSQlfEg/Ts-bsHXYB5I/AAAAAAAAAwI/6z4nIBNS_EI/s30/mgg07.jpg" alt="" /> and <span style="color: #00ff00;"><strong><em>Deintersect</em></strong></span> <img src="https://lh6.googleusercontent.com/-UBiafyhHwf4/Ts-bse99wpI/AAAAAAAAAwM/1AHkij8DPfQ/s30/mgg08.jpg" alt="" /> use for builder shape. It cuts brush builder using outlines and cuts <em>Solid</em> or <em>Non Solid</em>.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-1V1simIPn6I/Ts-bhC1F6YI/AAAAAAAAAvE/nRJDIc3VYl4/s912/mgg09.jpg" rel="lightbox[1431]"><img src="https://lh5.googleusercontent.com/-1V1simIPn6I/Ts-bhC1F6YI/AAAAAAAAAvE/nRJDIc3VYl4/s288/mgg09.jpg" height="191" width="288" /></a></p>
<p>Intersect</p>
<p style="text-align: center;"><a href="https://picasaweb.google.com/lh/photo/mI_0HnM0tm7rcty0XunzrpqgRVOtNNBgwHmsQYDkbZ8?feat=embedwebsite"><img src="https://lh6.googleusercontent.com/-8t98PXu6dgk/Ts-bh1tPWFI/AAAAAAAAAvI/f4SZrIRmA78/s288/mgg10.jpg" height="191" width="288" /></a></p>
<p>Deintersect</p>
<p style="text-align: center;"><a href="https://picasaweb.google.com/lh/photo/pqxhbDeuQIlqsVn5XkF_jZqgRVOtNNBgwHmsQYDkbZ8?feat=embedwebsite"><img src="https://lh5.googleusercontent.com/-kpcGxu5Yq7Q/Ts-bimpDM3I/AAAAAAAAAvM/oDtML6IU0YE/s288/mgg11.jpg" height="191" width="288" /></a></p>
<p>You may select all map space and press <em>Deinserect</em> to see BSP cut outlines.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-C6r9arfDpf0/Ts-bjJvp7GI/AAAAAAAAAvQ/wcduWSinrdU/s912/mgg12.jpg" rel="lightbox[1431]"><img src="https://lh5.googleusercontent.com/-C6r9arfDpf0/Ts-bjJvp7GI/AAAAAAAAAvQ/wcduWSinrdU/s288/mgg12.jpg" height="191" width="288" /></a></p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-xRoYjoj3Rns/Ts-bkNXtw9I/AAAAAAAAAvU/Ox59ZP4WOvY/s912/mgg13.jpg" rel="lightbox[1431]"><img src="https://lh5.googleusercontent.com/-xRoYjoj3Rns/Ts-bkNXtw9I/AAAAAAAAAvU/Ox59ZP4WOvY/s288/mgg13.jpg" height="191" width="288" /></a></p>
<p>You may see cuts <em>Zone/Portal</em> mode.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-oEbrO8519dE/Ts-bk_RnzHI/AAAAAAAAAvY/Sm9CNmumuqk/s704/mgg14.jpg" rel="lightbox[1431]"><img src="https://lh6.googleusercontent.com/-oEbrO8519dE/Ts-bk_RnzHI/AAAAAAAAAvY/Sm9CNmumuqk/s288/mgg14.jpg" height="147" width="288" /></a></p>
<h3>Geometric figures</h3>
<p>Tools for making shapes are placed at left tools panel. You may create <em>Builder</em> using this tools and edit its params using context menu (RMB).</p>
<p style="text-align: center;"><img src="https://lh6.googleusercontent.com/--7wx3IMIzcE/Ts-gIA-2YDI/AAAAAAAAAwk/cvDQBfw61ig/s160/mgg15.jpg" alt="" /></p>
<p><span style="color: #00ff00;"><strong><em>Cube</em></strong></span>. Creates parallelepiped. Very simple and useful tool.<br />
 <strong>Height</strong><br />
 <strong>Breadth</strong><br />
 <strong>Width</strong><br />
 <strong>WallThickness</strong> – if <em>Hollow = True</em><br />
 <strong>GroupName</strong><br />
 <strong>Hollow</strong> – Creates hollow brush with <em>WallThickness</em>. Useful for Additive brushes and making buildings.<br />
 <strong>Tessellated</strong> – Splits brush sides to triangles.</p>
<p><span style="color: #00ff00;"><strong><em>Cylinder</em></strong></span>. Creates cylinder-like prism.<br />
 <strong>Height</strong>.<br />
 <strong>OuterRadius</strong> – Radius of base circumscribed circle (if <em>AllignToSides = False</em>) or inscribed circle.<br />
 <strong>InnerRadius</strong> – Radius of base inscribed circle (if <em>Hollow = True</em>).<br />
 <strong>Sides</strong> – Sides quantity.<br />
 <strong>AllignToSides</strong> – Align radius to sides.<br />
 <strong>Hollow</strong> – Same as for cube.</p>
<p><span style="color: #00ff00;"><strong><em>Cone</em></strong></span>. Creates cone like pyramid.<br />
 <strong>Height</strong><br />
 <strong>CapHeight</strong> – If <em>Hollow = True</em><br />
 <strong>OuterRadius</strong> – Radius of base circumscribed circle.<br />
 <strong>InnerRadius</strong> – Radius of base inscribed circle.<br />
 <strong>Sides</strong><br />
 <strong>AllignToSides, Hollow</strong> – The same as above.</p>
<p><span style="color: #00ff00;"><strong><em>Sphere</em></strong></span>. Creates sphere-like tetrahedron.<br />
 <strong>Radius</strong><br />
 <strong>SphereExtrapolation</strong> – Detalization level. Higher &#8211; better (avoid using value above 6).</p>
<h4>Stairs:</h4>
<p>This is brushes consist of several parts.<br />
There are 3 common params for all stairs types below.</p>
<strong>StepHeight</strong><br />
 <strong>StepWidth</strong><br />
 <strong>NumSteps</strong>
<p><span style="color: #00ff00;"><strong><em>LinearStaircase</em></strong></span>.<br />
 <strong>StepLenght</strong><br />
 <strong>AddToFirstStep</strong> – Additional height.</p>
<p><span style="color: #00ff00;"><strong><em>CurvedStaircase</em></strong></span>.<br />
 <strong>InnerRadius</strong> – Distance down to stairs start point.<br />
 <strong>AngleOfCurve</strong> – Turn angle from fist to last step.<br />
 <strong>AddToFirstStep</strong> – Same as <em>LinearStaircase</em>.<br />
 <strong>CounterClockwise</strong> – Stairs turn direction.</p>
<p><span style="color: #00ff00;"><strong><em>SpiralStaircase</em></strong></span>.<br />
 <strong>InnerRadius</strong> – Distance down to stairs start point.<br />
 <strong>StepThickness</strong><br />
 <strong>NumStepsPer360</strong> – Steps quantity during 360 degrees turn.<br />
 <strong>SlopedCelling</strong> – For sloped stairs reverse side.<br />
 <strong>SlopedFloor</strong> – Turns stairs to slope.<br />
 <strong>CounterClockwise</strong> – Stairs turn direction.</p>
<h4>Surfaces:</h4>
<p><span style="color: #00ff00;"><strong><em>Sheet:</em></strong></span> plain quadrangle surface. It uses for map zone dividing and sets creating.<br />
 <strong>Height/Width</strong><br />
 <strong>HorizBreaks</strong> – Horizontal segments quantity.<br />
 <strong>VertBreaks</strong> – Vertical  segments quantity.<br />
 <strong>Axis</strong> – Sheet creating axis. </p>
<p><span style="color: #00ff00;"><strong><em>Volumetric:</em></strong></span> Structure consists of some plain surfaces crossed in middle. Sometimes it uses for sets making.<br />
<strong>Height/Radius</strong><br />
<strong>NumSheets</strong> &#8211; plane parts quantity.</p>
<h4>Landscape:</h4>
<p><span style="color: #00ff00;"><strong><em>BSP Based Terrain:</em></strong></span> Creates cube brush with one side splitting to segments that splitting to triangles. It sets to use for BSP landscapes. Actually it is very inconvenient way to do it.<br />
<strong>Height/Width/Breadth</strong><br />
<strong>Width/Depth Segments</strong> – segments quantity.</p>
<h4>Scales</h4>
<p>There is a special dimension unit: UU (Unreal Unit).<br />
<strong>1 UU = 0.75 inches<br />
1 ft = 16 UU<br />
256 UU = 16 ft</strong></p>
<p>For turning and rotating it uses special units that shows deflection relative to original position.<br />
<strong>1024 = 5.625 degrees<br />
8192 = 45 degrees<br />
16384 = 90 degrees<br />
24576 = 135 degrees<br />
32768 = 180 degrees</strong><br />
If it uses negative values rotation will be done in clockwise.</p>
<h3>Shape editing tools</h3>
<p><img src="https://lh5.googleusercontent.com/-AfIaXVR-nD0/Ts-btkYTWSI/AAAAAAAAAwU/qCEbUKD6STg/s30/mgg16.jpg" alt="" /> <span style="color: #00ff00;"><strong><em>VertexEditing:</em></strong></span> Very useful tool for free shapes making. It ables to change brush shape by moving vertex points.<br />
Select brush then select vertexes holding Ctrl and you may change brush shape moving vertexes with holding Ctrl+LMB.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-Z0o9Flv87F4/Ts-bl_o1vHI/AAAAAAAAAvg/zxbdQeYir-Y/s912/mgg17.jpg" rel="lightbox[1431]"><img src="https://lh4.googleusercontent.com/-Z0o9Flv87F4/Ts-bl_o1vHI/AAAAAAAAAvg/zxbdQeYir-Y/s288/mgg17.jpg" height="191" width="288" /></a></p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-l_jhkPqHW-M/Ts-bmV1WTeI/AAAAAAAAAvk/JocsvKzwZok/s912/mgg18.jpg" rel="lightbox[1431]"><img src="https://lh3.googleusercontent.com/-l_jhkPqHW-M/Ts-bmV1WTeI/AAAAAAAAAvk/JocsvKzwZok/s288/mgg18.jpg" height="191" width="288" /></a></p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-exbPxr2Ypls/Ts-bm0d4YnI/AAAAAAAAAvo/ECyLhbB9QZE/s912/mgg19.jpg" rel="lightbox[1431]"><img src="https://lh3.googleusercontent.com/-exbPxr2Ypls/Ts-bm0d4YnI/AAAAAAAAAvo/ECyLhbB9QZE/s288/mgg19.jpg" height="191" width="288" /></a></p>
<p>It is much better to use em>VertexEditing</em> for complicated shape making and brush duplicating then making new one from beginning.<br />
You may use <em>ShowLagreVertices</em> tool button for easy point viewing.</p>
<p><img src="https://lh4.googleusercontent.com/-2v69G24b9E8/Ts-brVvTFxI/AAAAAAAAAwE/kRVzM8Xpf-4/s30/mgg20.jpg" alt="" /> <span style="color: #00ff00;"><strong><em>BrushClipping:</em></strong></span> Tool for brush splitting and cutting. Selecting brush and <em>BrushClipping</em> mode you may put Clipping markers. To put marker you should click LMB on one of brush points then holding Ctrl move it to needed place. 2 markers are enough for brush cutting/splitting. You may see red line between markers with perpendicular segment that marks cutting part.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-8-NTEq1xTtw/Ts-bnw-6UzI/AAAAAAAAAvs/Q4oeR3VJ4-Q/s912/mgg21.jpg" rel="lightbox[1431]"><img src="https://lh5.googleusercontent.com/-8-NTEq1xTtw/Ts-bnw-6UzI/AAAAAAAAAvs/Q4oeR3VJ4-Q/s288/mgg21.jpg" height="191" width="288" /></a></p>
<p>There are 4 tools for BrushClipping mode: <img src="https://lh5.googleusercontent.com/-Rl132rugMos/Ts-gImHjJhI/AAAAAAAAAwo/TecZVc0fqu0/s64/mgg22.jpg" alt="" /><br />
<strong>Clip Selected Brushes</strong> &#8211; Clip a brush towards segment.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-uN5oa1GlJCU/Ts-bpAnXNrI/AAAAAAAAAv0/isOINcrioFI/s912/mgg23.jpg" rel="lightbox[1431]"><img src="https://lh3.googleusercontent.com/-uN5oa1GlJCU/Ts-bpAnXNrI/AAAAAAAAAv0/isOINcrioFI/s288/mgg23.jpg" height="191" width="288" /></a></p>
<p><strong>Split Selected Brushes</strong> &#8211; Split a brush along the line of cut.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-QYiKqOKXmB4/Ts-bpxlhv6I/AAAAAAAAAv4/Rciw1-Orn2Q/s912/mgg24.jpg" rel="lightbox[1431]"><img src="https://lh4.googleusercontent.com/-QYiKqOKXmB4/Ts-bpxlhv6I/AAAAAAAAAv4/Rciw1-Orn2Q/s288/mgg24.jpg" height="191" width="288" /></a></p>
<p><strong>Flip Clipping Normal</strong> – Flip cut side.<br />
<strong>DeleteClippingMarkers</strong> – Remove all markers.</p>
<p>Finally couple of useful tools. <img src="https://lh5.googleusercontent.com/-hdBUUkbdIIw/Ts-gI7Sq3UI/AAAAAAAAAws/B__yt-zvBww/s64/mgg25.jpg" alt="" /><br />
<strong>Mirror X/Y/Z</strong> – Mirror reflection of geometry relative to pivot at one of axis.<br />
<strong>Select All Inside</strong> – Select all objects inside builder.</p>
<p><a href="http://killingfloor.ru/forum/index.php?/topic/1543-kf-sdk-%d0%b3%d0%b5%d0%be%d0%bc%d0%b5%d1%82%d1%80%d0%b8%d1%8f/" target="_blank">Source link</a></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-karty-statik-meshi.html' rel='bookmark' title='Making map: Static Meshes'>Making map: Static Meshes</a></li>
<li><a href='https://metalmedved.com/en/sozdanie-karty-rabota-s-teksturami.html' rel='bookmark' title='Making map: Working with textures'>Making map: Working with textures</a></li>
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